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@ -546,14 +546,14 @@ namespace GameLogic
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//#define protocol_Gameplay_ObjectCreatePlayer 359
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struct Protocol_ObjectCreatePlayer :public Oyster::Network::CustomProtocolObject
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{
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//ObjectType type; //ie player, box or whatever
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int object_ID;
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int teamId;
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std::string name;
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std::string meshName;
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float position[3];
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float rotationQ[4];
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float scale[3];
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/*1*/ int object_ID;
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/*2*/ int teamId;
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/*3*/ bool owner;
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/*4*/ std::string name;
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/*5*/ std::string meshName;
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/*6 - 8*/ float position[3];
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/*9 - 11*/ float rotationQ[4];
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/*12 - 14*/ float scale[3];
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Protocol_ObjectCreatePlayer()
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{
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@ -564,44 +564,47 @@ namespace GameLogic
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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//TEAM_ID
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this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
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//OWNER
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this->protocol[3].type = Oyster::Network::NetAttributeType_Bool;
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//PLAYER-NAME
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this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
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//MESH-NAME
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this->protocol[4].type = Oyster::Network::NetAttributeType_CharArray;
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//MESH-NAME
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this->protocol[5].type = Oyster::Network::NetAttributeType_CharArray;
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//POSITION
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this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
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//ROTATION
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this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
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//ROTATION
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this->protocol[9].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[10].type = Oyster::Network::NetAttributeType_Float;
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//SCALE
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this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
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//SCALE
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this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[13].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[14].type = Oyster::Network::NetAttributeType_Float;
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}
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Protocol_ObjectCreatePlayer(Oyster::Network::CustomNetProtocol& p)
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{
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this->object_ID = p[1].value.netInt;
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this->teamId = this->protocol[2].value.netInt;
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this->name.assign(p[3].value.netCharPtr);
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this->meshName.assign(p[4].value.netCharPtr);
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this->owner = this->protocol[3].value.netBool;
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this->name.assign(p[4].value.netCharPtr);
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this->meshName.assign(p[5].value.netCharPtr);
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this->position[0] = p[5].value.netFloat;
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this->position[1] = p[6].value.netFloat;
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this->position[2] = p[7].value.netFloat;
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this->position[0] = p[6].value.netFloat;
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this->position[1] = p[7].value.netFloat;
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this->position[2] = p[8].value.netFloat;
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this->rotationQ[0] = p[8].value.netFloat;
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this->rotationQ[1] = p[9].value.netFloat;
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this->rotationQ[2] = p[10].value.netFloat;
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this->rotationQ[3] = p[11].value.netFloat;
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this->rotationQ[0] = p[9].value.netFloat;
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this->rotationQ[1] = p[10].value.netFloat;
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this->rotationQ[2] = p[11].value.netFloat;
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this->rotationQ[3] = p[12].value.netFloat;
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this->scale[0] = p[12].value.netFloat;
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this->scale[1] = p[13].value.netFloat;
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this->scale[2] = p[14].value.netFloat;
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this->scale[0] = p[13].value.netFloat;
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this->scale[1] = p[14].value.netFloat;
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this->scale[2] = p[15].value.netFloat;
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}
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Protocol_ObjectCreatePlayer(float position[3], float rotation[4], float scale[3], int ObjectID, int teamID, std::string name, std::string meshName)
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Protocol_ObjectCreatePlayer(float position[3], float rotation[4], float scale[3], int ObjectID, bool owner, int teamID, std::string name, std::string meshName)
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{
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this->protocol[0].value = protocol_Gameplay_ObjectCreatePlayer;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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@ -610,26 +613,29 @@ namespace GameLogic
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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//TEAM_ID
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this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
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//OWNER
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this->protocol[3].type = Oyster::Network::NetAttributeType_Bool;
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//PLAYER-NAME
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this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
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//MESH-NAME
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this->protocol[4].type = Oyster::Network::NetAttributeType_CharArray;
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//MESH-NAME
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this->protocol[5].type = Oyster::Network::NetAttributeType_CharArray;
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//POSITION
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this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
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//ROTATION
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this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
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//ROTATION
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this->protocol[9].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[10].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
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//SCALE
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this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
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//SCALE
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this->protocol[13].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[14].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[15].type = Oyster::Network::NetAttributeType_Float;
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this->object_ID = ObjectID;
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this->teamId = teamID;
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this->owner = owner;
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this->name = name;
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this->meshName = meshName;
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memcpy(&this->position[0], &position[0], sizeof(float)*3);
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@ -641,22 +647,23 @@ namespace GameLogic
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this->protocol[1].value = this->object_ID;
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this->protocol[2].value = this->teamId;
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this->protocol.Set(3, this->name);
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this->protocol.Set(4, this->meshName);
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this->protocol[3].value = this->owner;
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this->protocol.Set(4, this->name);
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this->protocol.Set(5, this->meshName);
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//POSITION
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this->protocol[5].value = this->position[0];
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this->protocol[6].value = this->position[1];
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this->protocol[7].value = this->position[2];
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this->protocol[6].value = this->position[0];
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this->protocol[7].value = this->position[1];
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this->protocol[8].value = this->position[2];
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//ROTATION
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this->protocol[8].value = this->rotationQ[0];
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this->protocol[9].value = this->rotationQ[1];
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this->protocol[10].value = this->rotationQ[2];
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this->protocol[11].value = this->rotationQ[3];
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this->protocol[9].value = this->rotationQ[0];
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this->protocol[10].value = this->rotationQ[1];
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this->protocol[11].value = this->rotationQ[2];
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this->protocol[12].value = this->rotationQ[3];
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//SCALE
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this->protocol[12].value = this->scale[0];
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this->protocol[13].value = this->scale[1];
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this->protocol[14].value = this->scale[2];
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this->protocol[13].value = this->scale[0];
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this->protocol[14].value = this->scale[1];
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this->protocol[15].value = this->scale[2];
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return protocol;
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}
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@ -41,11 +41,12 @@ namespace DanBias
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//void LobbyCreateGame(GameLogic::Protocol_LobbyCreateGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Create:
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void LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Start:
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//void LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Join:
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void LobbyLogin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Login:
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void LobbyLogin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Login:
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void LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Refresh:
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void LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_GameData:
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void LobbyMainData(GameLogic::Protocol_LobbyClientData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_MainData:
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void LobbyReady(GameLogic::Protocol_LobbyClientReadyState& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_ClientReadyState:
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void LobbyQuerryGameData(GameLogic::Protocol_QuerryGameType& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_QuerryGameType:
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private:
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void ClientEventCallback(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override;
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@ -11,127 +11,132 @@ using namespace Oyster::Network;
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using namespace Oyster;
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using namespace GameLogic;
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namespace DanBias
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using namespace DanBias;
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GameLobby::GameLobby()
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{ }
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GameLobby::~GameLobby()
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{
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this->clients.Clear();
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}
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void GameLobby::Release()
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{
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NetworkSession::CloseSession(true);
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this->gameSession.CloseSession(true);
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}
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void GameLobby::Update()
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{
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GameLobby::GameLobby()
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{ }
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GameLobby::~GameLobby()
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{
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this->clients.Clear();
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}
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void GameLobby::Release()
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{
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NetworkSession::CloseSession(true);
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this->gameSession.CloseSession(true);
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}
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void GameLobby::Update()
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for (unsigned int i = 0; i < this->clients.Size(); i++)
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{
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this->ProcessClients();
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}
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void GameLobby::SetGameDesc(const LobbyLevelData& desc)
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{
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this->description.gameMode = desc.gameMode;
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this->description.gameTime = desc.gameTime;
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this->description.mapNumber = desc.mapNumber;
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this->description.maxClients = desc.maxClients;
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}
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void GameLobby::GetGameDesc(LobbyLevelData& desc)
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{
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desc.gameMode = this->description.gameMode;
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desc.gameTime = this->description.gameTime;
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desc.mapNumber = this->description.mapNumber;
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desc.maxClients = this->description.maxClients;
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}
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bool GameLobby::StartGameSession( )
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{
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//Check if all clients is ready
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if(this->GetClientCount() && this->GetClientCount() == this->readyList.Size())
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if(this->clients[i])
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{
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GameSession::GameDescription desc;
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desc.maxClients = this->description.maxClients;
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desc.gameMode = this->description.gameMode;
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desc.gameTime = this->description.gameTime;
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desc.mapNumber = this->description.mapNumber;
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desc.owner = this;
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desc.clients = this->clients;
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this->clients[i]->Update();
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}
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}
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}
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void GameLobby::SetGameDesc(const LobbyLevelData& desc)
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{
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this->description.gameMode = desc.gameMode;
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this->description.gameTime = desc.gameTime;
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this->description.mapNumber = desc.mapNumber;
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this->description.maxClients = desc.maxClients;
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}
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void GameLobby::GetGameDesc(LobbyLevelData& desc)
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{
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desc.gameMode = this->description.gameMode;
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desc.gameTime = this->description.gameTime;
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desc.mapNumber = this->description.mapNumber;
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desc.maxClients = this->description.maxClients;
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}
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bool GameLobby::StartGameSession( )
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{
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//Check if all clients is ready
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if(this->GetClientCount() && this->GetClientCount() == this->readyList.Size())
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{
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GameSession::GameDescription desc;
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desc.maxClients = this->description.maxClients;
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desc.gameMode = this->description.gameMode;
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desc.gameTime = this->description.gameTime;
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desc.mapNumber = this->description.mapNumber;
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desc.owner = this;
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desc.clients = this->clients;
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if(desc.gameTime == 0.0f)
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desc.gameTime = (int)(60.0f * 10.0f); //note: should be fetched from somewhere.
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if(desc.gameTime == 0.0f)
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desc.gameTime = (int)(60.0f * 10.0f); //note: should be fetched from somewhere.
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if(desc.maxClients == 0)
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desc.maxClients = 10; //note: should be fetched somewhere else..
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if(desc.maxClients == 0)
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desc.maxClients = 10; //note: should be fetched somewhere else..
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this->clients.Clear(); //Remove clients from lobby list
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this->clients.Clear(); //Remove clients from lobby list
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if(this->gameSession.Create(desc))
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{
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this->gameSession.Run();
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if(this->gameSession.Create(desc))
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{
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this->gameSession.Run();
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return true;
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return true;
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}
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}
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else
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{
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//?
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}
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return false;
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}
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void GameLobby::ClientEventCallback(NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e)
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{
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switch (e.args.type)
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{
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case NetworkClient::ClientEventArgs::EventType_Disconnect:
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break;
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case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve:
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break;
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case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
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printf("\t(%i : %s) - EventType_ProtocolFailedToSend\n", e.sender->GetID(), e.sender->GetIpAddress().c_str());
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e.sender->Disconnect();
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this->readyList.Remove(e.sender);
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this->clients.Remove(e.sender);
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break;
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case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
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printf("\t(%i : %s) - EventType_ProtocolRecieved\n", e.sender->GetID(), e.sender->GetIpAddress().c_str());
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this->ParseProtocol(e.args.data.protocol, e.sender);
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break;
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}
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}
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void GameLobby::ClientConnectedEvent(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client)
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{
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printf("New client(%i) connected - %s \n", client->GetID(), client->GetIpAddress().c_str());
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if(this->gameSession)
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{
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Attach(client);
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}
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else
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{
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Attach(client);
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Protocol_LobbyClientData p1;
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Protocol_LobbyGameData p2;
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for (unsigned int i = 0; i < this->clients.Size(); i++)
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{
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if(this->clients[i])
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{
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Protocol_LobbyClientData::PlayerData t;
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t.id = this->clients[i]->GetID();
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t.ip = this->clients[i]->GetIpAddress();
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t.team = 0;
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t.name = "Dennis är kung tycker Erik!";
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p1.list.Push(t);
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}
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}
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else
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{
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//?
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}
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return false;
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p2.majorVersion = 1;
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p2.minorVersion = 0;
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p2.mapName = "Dennis är kung tycker Erik!";
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client->Send(p1.GetProtocol());
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client->Send(p2.GetProtocol());
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}
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}
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void GameLobby::ClientEventCallback(NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e)
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{
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switch (e.args.type)
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{
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case NetworkClient::ClientEventArgs::EventType_Disconnect:
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break;
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case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve:
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break;
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case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
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printf("\t(%i : %s) - EventType_ProtocolFailedToSend\n", e.sender->GetID(), e.sender->GetIpAddress().c_str());
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e.sender->Disconnect();
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this->readyList.Remove(e.sender);
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this->clients.Remove(e.sender);
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break;
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case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
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printf("\t(%i : %s) - EventType_ProtocolRecieved\n", e.sender->GetID(), e.sender->GetIpAddress().c_str());
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this->ParseProtocol(e.args.data.protocol, e.sender);
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break;
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}
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}
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void GameLobby::ClientConnectedEvent(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client)
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{
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printf("New client(%i) connected - %s \n", client->GetID(), client->GetIpAddress().c_str());
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if(this->gameSession)
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{
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this->gameSession.Attach(client);
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}
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else
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{
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Attach(client);
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Protocol_LobbyClientData p1;
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Protocol_LobbyGameData p2;
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for (unsigned int i = 0; i < this->clients.Size(); i++)
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{
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if(this->clients[i])
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{
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Protocol_LobbyClientData::PlayerData t;
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t.id = this->clients[i]->GetID();
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t.ip = this->clients[i]->GetIpAddress();
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t.team = 0;
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t.name = "Dennis är kung tycker Erik!";
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p1.list.Push(t);
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}
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}
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p2.majorVersion = 1;
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p2.minorVersion = 0;
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p2.mapName = "Dennis är kung tycker Erik!";
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client->Send(p1.GetProtocol());
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client->Send(p2.GetProtocol());
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}
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}
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}//End namespace DanBias
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@ -18,11 +18,11 @@ void GameLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, NetworkClie
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break;
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//case protocol_Lobby_Create: this->LobbyCreateGame (Protocol_LobbyCreateGame (p), c);
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//break;
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case protocol_Lobby_StartGame: this->LobbyStartGame (Protocol_LobbyStartGame (p), c);
|
||||
case protocol_Lobby_StartGame: this->LobbyStartGame (Protocol_LobbyStartGame (p), c);
|
||||
break;
|
||||
//case protocol_Lobby_Join: this->LobbyJoin (Protocol_LobbyJoin (p), c);
|
||||
//break;
|
||||
case protocol_Lobby_Login: this->LobbyLogin (Protocol_LobbyJoinGame (p), c);
|
||||
case protocol_Lobby_Login: this->LobbyLogin (Protocol_LobbyJoinGame (p), c);
|
||||
break;
|
||||
case protocol_Lobby_Refresh: this->LobbyRefresh (Protocol_LobbyRefresh (p), c);
|
||||
break;
|
||||
|
@ -32,6 +32,8 @@ void GameLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, NetworkClie
|
|||
break;
|
||||
case protocol_Lobby_ClientReadyState: this->LobbyReady (Protocol_LobbyClientReadyState (p), c);
|
||||
break;
|
||||
case protocol_Lobby_QuerryGameType: this->LobbyReady (Protocol_LobbyClientReadyState (p), c);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -112,4 +114,29 @@ void GameLobby::LobbyReady(GameLogic::Protocol_LobbyClientReadyState& p, Oyster:
|
|||
this->readyList.Remove(c);
|
||||
}
|
||||
}
|
||||
void GameLobby::LobbyQuerryGameData(GameLogic::Protocol_QuerryGameType& p, Oyster::Network::NetworkClient* c)
|
||||
{
|
||||
NetClient temp;
|
||||
bool found = false;
|
||||
|
||||
//find client in waiting list
|
||||
for (unsigned int i = 0; !found && i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i]->GetID() == c->GetID())
|
||||
{
|
||||
temp = this->clients[i];
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
|
||||
//Something is wrong
|
||||
if(!found)
|
||||
{
|
||||
c->Disconnect();
|
||||
}
|
||||
else
|
||||
{
|
||||
//Send game data
|
||||
this->gameSession.Attach(temp);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -209,6 +209,7 @@ namespace DanBias
|
|||
{
|
||||
IPlayerData* p = this->clients[i]->GetPlayer();
|
||||
Protocol_ObjectCreate oc(p->GetPosition(), p->GetRotation(), p->GetScale(), p->GetID(), "char_white.dan");
|
||||
//Protocol_ObjectCreatePlayer oc(p->GetPosition(), p->GetRotation(), p->GetScale(), p->GetID(), "char_white.dan");
|
||||
this->clients[i]->GetClient()->Send(oc);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue